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Kiwi
Beginner


Joined: 20 Jan 2002
Posts: 15

PostPosted: Mon Feb 04, 2002 7:19 pm   

Roll stats?
 
Hi, I'm really new at zMud, and I heard something about rollstats, but I don't know how to get the one I want... the screen shows this:

Strength : Good Constitution: Average
Agility : Good Dexterity : Below Average
Empathy : Average Wisdom : Bad
Intuition: Below Average Charisma : Average

But I don't know how to put it in a trigger... can someone help? Thanks! ^_^

The list is 'bad','below average','average','above average','good'...
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Mon Feb 04, 2002 7:43 pm   
 
Quote:


Strength : Good Constitution: Average <<
Agility : Good Dexterity : Below Average <<
Empathy : Average Wisdom : Bad <<
Intuition: Below Average Charisma : Average <<



What stats are you looking for?

The result would be something like:
similar autoroller example

TonDiening
Uses 6.16
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Kiwi
Beginner


Joined: 20 Jan 2002
Posts: 15

PostPosted: Tue Feb 05, 2002 1:33 am   
 
quote:

Quote:


Strength : Good Constitution: Average <<
Agility : Good Dexterity : Below Average <<
Empathy : Average Wisdom : Bad <<
Intuition: Below Average Charisma : Average <<



What stats are you looking for?

The result would be something like:
similar autoroller example

TonDiening
Uses 6.16



Hmm... I looked at that link and I didn't really know what to do... I was looking for stats something like this:


Strength : Good Constitution: Good
Agility : Above Average Dexterity : Above Average
Empathy : Above Average Wisdom : Below Average
Intuition: Average Charisma : Good
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Tue Feb 05, 2002 2:04 am   
 
Cut and paste the entire segment, including
the yes/no to accept the stats.

We'll need that to trigger on whether the
stats are good enough or to autoroll another.

TonDiening
Uses 6.16
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Kiwi
Beginner


Joined: 20 Jan 2002
Posts: 15

PostPosted: Tue Feb 05, 2002 4:23 am   
 


These stats have been rolled for you.

Number of rolls: 1

Strength : Good Constitution: Above Average
Agility : Average Dexterity : Average
Empathy : Below Average Wisdom : Average
Intuition: Below Average Charisma : Bad

These values are compared to your own race. Later when viewing
attributes in the game the values are compared to all races.

Type 'a' to accept these stats.
Type 'q' to abort character creation and log off.

Press RETURN to reroll.

Make your choice:

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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Tue Feb 05, 2002 4:47 am   
 
Does this matter: Number of rolls: 1 ?

Using more or less iljhar's example from the
above link:

Lets make it so we can use greater/lesser
math with the qualitative words. As there
are spaces in the words and you should be
doing autorolling 99% of your game play,
I'll just concat all 2 words with a _



#VAR bad 0
#VAR below_average 1
#VAR average 2
#VAR above_average 3
#VAR good 4

All on one line, I formatted it
by wrapping the main words about.

#TRIGGER {Strength ~: (%*)%sCon
stitution~: (%*)%s$Agility ~: (%*)%sDex
terity ~: (%*)%s$Empathy ~: (%*)%sWis
dom ~: (%*)%s$Intuition~: (%*)%sCha
risma ~: (%*)%s$} {
#VAR str @{%replace(%1," ","_")}
#VAR con @{%replace(%2," ","_")}
#VAR agi @{%replace(%3," ","_")}
#VAR dex @{%replace(%4," ","_")}
#VAR emp @{%replace(%5," ","_")}
#VAR wis @{%replace(%6," ","_")}
#VAR int @{%replace(%7," ","_")}
#VAR cha @{%replace(%8," ","_")}
}

#TRIGGER {^Make your choice~:} {#IF
(@str>=@good AND
@con>=@good AND
@agi>=@above_average AND
@dex>=@above_average AND
@wis>=@below_average AND
@emp>=@above_average AND
@int>=@average AND
@cha>=@good) {a} {%cr}
}


That looks about right.

TonDiening
Uses 6.16
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Kiwi
Beginner


Joined: 20 Jan 2002
Posts: 15

PostPosted: Tue Feb 05, 2002 4:56 am   
 
quote:

Does this matter: Number of rolls: 1 ?



I don't think it does since I heard people roll like thousands of times...

Umm... I don't really know how to put that code into that... I see under the actions menu and 'make trigger', but I don't know where to place each part exactly... :feels stupid:
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Tue Feb 05, 2002 4:07 pm   
 
Emailed it so you can import it easily.

TonDiening
Uses 6.16
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Kiwi
Beginner


Joined: 20 Jan 2002
Posts: 15

PostPosted: Sat Feb 16, 2002 12:34 am   
 
Thanks. :) I'm sorry it took a long while to reply... college stuff always gets in the way of playing on a computer..
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Shizuma
Beginner


Joined: 24 Feb 2002
Posts: 16
Location: USA

PostPosted: Fri Mar 01, 2002 7:09 am   
 
What about stats that are rolled like this?

Your stats are:
Current Racial
Stat Max
Str: 82 100
Int: 30 55
Per: 55 75
Agi: 95 95
Con: 33 65
Is this acceptable?

and you want the 1st set of numbers to match the second? use the same type of script as above?
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Fri Mar 01, 2002 8:19 am   
 


Your stats are:
Current Racial
Stat Max
Str: 82 100
Int: 30 55
Per: 55 75
Agi: 95 95
Con: 33 65
Is this acceptable?


We can "cheat" as you don't care what the stats are as long as they
are the racial maximums:
Trigger:
^Your stats are:$%sCurrent Racial$%sStat Max$%sStr:%s(%d)%s(%d)$%sInt:%s(%d)%s(%d)$%sPer:%s(%d)%s(%d)$%sAgi:%s(%d)%s(%d)$%sCon:%s(%d)%s(%d)
Script:
#var v_str [%1 = %2]
#var v_int [%3 = %4]
#var v_per [%5 = %6]
#var v_agi [%7 = %8]
#var v_con [%9 = %10]


I'm guessing the following is a prompted trigger:
Trigger:
Is this acceptable?
Script:
#IF (@v_str AND @v_int AND @v_per AND @v_agi AND @V_con) {y} {n}
Options
[x] Prompt
[ ] Newline


You might want to add a counter to the Is this acceptable?
as it might roll forever and chew some bandwidth :P Maybe add a delay
every 50 or 100 tries.

TonDiening
Beta Upgrading to 6.26
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Shizuma
Beginner


Joined: 24 Feb 2002
Posts: 16
Location: USA

PostPosted: Tue Mar 05, 2002 11:47 am   
 
I put this trig/script in..
Trigger:
^Your stats are:$%sCurrent Racial$%sStat Max$%sStr:%s(%d)%s(%d)$%sInt:%s(%d)%s(%d)$%sPer:%s(%d)%s(%d)$%sAgi:%s(%d)%s(%d)$%sCon:%s(%d)%s(%d)
Script:
#var v_str [%1 = %2]
#var v_int [%3 = %4]
#var v_per [%5 = %6]
#var v_agi [%7 = %8]
#var v_con [%9 = %10]

But it said the pattern didnt match ..
was there something I was suppose to edit?
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Tue Mar 05, 2002 1:36 pm   
 
When you test it in the Test tab of the trigger, you will never get it to match because it expects to see newlines in the pattern, but you can't enter these in the Test tab of the trigger.

Kjata
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Jaerin
Apprentice


Joined: 10 Oct 2000
Posts: 132
Location: USA

PostPosted: Tue Mar 05, 2002 3:45 pm   
 
OMG...I can't believe that script is still out there. That's just something I whipped up in the heat of the moment when Sojourn3 reopened. There were a lot of people asking for a script and so I wrote it up. Wow amazing that it's still out there. Cool glad it works for you.

Jaerin
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Yuri Kiseki
Newbie


Joined: 10 Jun 2002
Posts: 6

PostPosted: Mon Jun 10, 2002 8:21 am   
 
Hrm... I tried this on Sharune.com, but it seems to not work... maybe the autoroller doesn't work with that place?
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Jaerin
Apprentice


Joined: 10 Oct 2000
Posts: 132
Location: USA

PostPosted: Mon Jun 10, 2002 11:05 am   
 
Probably not. This autoroller was designed specifically for Sojourn 3 MUD. You will need to use the concepts used in this script to create one for your own MUD or post an example of what the MUD output looks like and an example of the kind of stats your looking for.

Jaerin
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Mon Jun 10, 2002 11:06 am   
 
Auto rollers are very MUD specific. Unless the output for the rolling process from your MUD is exactly as the one presented in this post, the auto roller won't work right out of the box for your MUD.

Kjata
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Yuri Kiseki
Newbie


Joined: 10 Jun 2002
Posts: 6

PostPosted: Mon Jun 10, 2002 4:43 pm   
 
Hmm.. the fifth post looks exactly what the mud that I'm trying to play looks like when rolling, but when I try to cut and paste the 6th post's things into zMud, it seems to not work?
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Mon Jun 10, 2002 4:53 pm   
 
As Ton said, the triggers need to be all in one line. To be able to cut & paste it into the command line, the script needs to look like this:
#VAR bad 0
#VAR below_average 1
#VAR average 2
#VAR above_average 3
#VAR good 4
#TRIGGER {Strength ~: (%*)%sConstitution~: (%*)%s$Agility ~: (%*)%sDexterity ~: (%*)%s$Empathy ~: (%*)%sWisdom ~: (%*)%s$Intuition~: (%*)%sCharisma ~: (%*)%s$} {#VAR str @{%replace(%1," ","_")};#VAR con @{%replace(%2," ","_")};#VAR agi @{%replace(%3," ","_")};#VAR dex @{%replace(%4," ","_")};#VAR emp @{%replace(%5," ","_")};#VAR wis @{%replace(%6," ","_")};#VAR int @{%replace(%7," ","_")};#VAR cha @{%replace(%8," ","_")};}
#TRIGGER {^Make your choice~:} {#IF (@str>=@good AND @con>=@good AND @agi>=@above_average AND @dex>=@above_average AND @wis>=@below_average AND @emp>=@above_average AND @int>=@average AND @cha>=@good) {a} {%cr}}

Kjata
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Yuri Kiseki
Newbie


Joined: 10 Jun 2002
Posts: 6

PostPosted: Tue Jun 11, 2002 6:16 am   
 
I cut and pasted the #TRIGGER {Strength ~: (%*)%sConstitution~: (%*)%s$Agility ~: (%*)%sDexterity ~: (%*)%s$Empathy ~: (%*)%sWisdom ~: (%*)%s$Intuition~: (%*)%sCharisma ~: (%*)%s$} {#VAR str @{%replace(%1," ","_")};#VAR con @{%replace(%2," ","_")};#VAR agi @{%replace(%3," ","_")};#VAR dex @{%replace(%4," ","_")};#VAR emp @{%replace(%5," ","_")};#VAR wis @{%replace(%6," ","_")};#VAR int @{%replace(%7," ","_")};#VAR cha @{%replace(%8," ","_")};}
in there, but it never fires for some reason...


So then I cut them into individual ones - #TRIGGER {Strength ~: (%*)%sConstitution~: (%*)} {#VAR str @{%replace( %1, " ", "_")};#VAR con @{%replace( %2, " ", "_")}}
#TRIGGER {Intuition~: (%*)%sCharisma ~: (%*)} {#VAR int @{%replace( %7, " ", "_")};#VAR cha @{%replace( %8, " ", "_")}}
#TRIGGER {Empathy ~: (%*)%sWisdom ~: (%*)} {#VAR emp @{%replace( %5, " ", "_")};#VAR wis @{%replace( %6, " ", "_")}}
#TRIGGER {Agility ~: (%*)%sDexterity ~: (%*)} {#VAR agi @{%replace( %3, " ", "_")};#VAR dex @{%replace( %4, " ", "_")}}
#TRIGGER {^Make your choice~:} {#IF (@str>=@good AND @con>=@good AND @agi>=@good AND @dex>=@good AND @wis>=@average AND @emp>=@average AND @int>=@above_average AND @cha>=@above_average) {a} {n}}

It seems to work, but only the first two var, which is Str, and Agi... then if those two are true, then it returns the whole thing as true... strange..
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Tue Jun 11, 2002 7:14 am   
 
Add a #CO 71 to your triggers and highlight what gets matched.
Try and figure out if you are matching everything. Sounds like
soemthing isn't pattern matching somewhere.

As we didn't set all the variables to zero, you might be getting bleeding from
the previous matched stats.

Ton Diening
Providing untested answers that tend to be
more complicated than others.
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Yuri Kiseki
Newbie


Joined: 10 Jun 2002
Posts: 6

PostPosted: Fri Jun 14, 2002 1:36 am   
 
Okay, it works now... this is the triggers that I have set up... thanks! :)

#CLASS {autoroller}
#VAR bad {0} {0}
#VAR below_average {1} {1}
#VAR average {2} {2}
#VAR above_average {3} {3}
#VAR good {4} {4}
#TRIGGER {^Make your choice~:} {#IF (@str>=@good AND @con>=@good AND @agi>=@good AND @dex>=@good AND @wis>=@average AND @emp>=@average AND @int>=@above_average AND @cha>=@above_average) {a} {%cr}}
#TRIGGER {Strength ~: (%*)%sConstitution~: (%*)%s$Agility ~: (%*)%sDexterity ~: (%*)%s$Empathy ~: (%*)%sWisdom ~: (%*)%s$Intuition~: (%*)%sCharisma ~: (%*)%s$} {#VAR str @{%replace(%1," ","_")};#VAR con @{%replace(%2," ","_")};#VAR agi @{%replace(%3," ","_")};#VAR dex @{%replace(%4," ","_")};#VAR emp @{%replace(%5," ","_")};#VAR wis @{%replace(%6," ","_")};#VAR int @{%replace(%7," ","_")};#VAR cha @{%replace(%8," ","_")}}
#CLASS 0
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trelane
Newbie


Joined: 01 Jul 2002
Posts: 3
Location: USA

PostPosted: Mon Jul 01, 2002 3:05 am   
 
(Type 'help' for more details on Ability Scores.)

Here are your new ability score rolls:
Ability Scores: 8 12 9 12 12 14
Does this set of ability scores look satisfactory to you? [y/n]:

I've been beating my head against this for well over an hour, playing with spaceing variables and such to no avail.
I'm at this point just trying to match these (incidently this is similar to dnd 3-18, and am looking to go for an average roll of 15 (%1+%2+%3+%4+%%+%6)/6=&stat) then an if/then to get a yes or a no depending on &stat's value being greater or less than 15.

what I've been using thus far is
Ability Scores:%d%s%d%s%d%s%d%s%d%s%d
which has gotten me nowhere, it'll either match with no generated variables, or not match at all.
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trelane
Newbie


Joined: 01 Jul 2002
Posts: 3
Location: USA

PostPosted: Mon Jul 01, 2002 6:22 am   
 
well guys thanks for the effort but through a bit of hacking I Got it myself I'm gonna start watching this and learning how to script, it looks useful
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Mon Jul 01, 2002 6:40 pm   
 
zMUD uses () in the trigger pattern to indicate which parts to save as %1, %2, etc.
This trigger should output "y" for average stats equal to or greater than 15, and "n" for average stats below 15.

#TR {Ability Scores:%s(%d)%s(%d)%s(%d)%s(%d)%s(%d)%s(%d)} {#IF ((%1 + %2 + %3 + %4 + %5 + %6) > 89) {y} {n}}

LightBulb
Senior Member
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